/Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h
Looks for an actor binding to an actor with ActorLabel within Variant and removes it, if it exists.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="VariantManager") static void RemoveActorBindingByName ( [UVariant](API\Plugins\VariantManagerContent\UVariant) * Variant, const [FString](API\Runtime\Core\Containers\FString) & ActorName )